meshcarver 12 Posted February 7, 2013 Hi, I'm doing an object, mounted brazier and am using the Supershader like this: surfaceInfo = "MESH_mountedbrazier\data\MESH_metal.bisurf"; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={1,1,1,1}; specularPower=100; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="MESH_mountedbrazier\data\MESH_mountedbrazier_NOHQ.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(1,1,1,1,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1.0,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="MESH_mountedbrazier\data\MESH_mountedbrazier_SMDI.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)Fresnel(1.3,7)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="MESH_mountedbrazier\data\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; I notice there's no stage for _CO and when I view my model in BD/game, everything's working except the _CO..? All the SMDI and NOHQ etc are fine, but no diffuse. Should I be placing an extra stage in somewhere, or simply "E" assign the _CO to the resLOD, which I'v already done to no joy..! Share this post Link to post Share on other sites
vilas 440 Posted February 7, 2013 omg... you still have this problem after you get so many Skype assistance from several men ? man, how it is possible that few addonmakers told you about materials, you get example RVMAT files and such like and you asking a question again and again and again and try to change material that you was told to use and not change cause it works like that in Arma2 engine ? _co is texture, not material so what for _co in material ? i told you several times on Skype, this material is working and now you want to reworking material by adding texture to it ? omg, sorry for being not nice but this is annoying when you were answered several times by several people and asking a question again _co is texture not shader, rvmat is material using _nohq, _smdi, _as, _mc etc. maps to give secondary effects what for _co texture in shader ? what for ? i told you several times on Skype, Arma2, Oxygen is not 3Dmax !!! get used to it and accept it not look how to change engine , texture is texture and shader is shader, no less no more Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 Hi Vilas, I'm not changing anything, I don't want to change anything, I have or will not ever have any intention of changing anything that comes with BIS. Just thought to mention that for the record... I have never said "I want to do things differently, I want to change the way things are done" Have you ever heard me actually say that? My questions arise from a lack of knowledge that I'm trying to grow here by using all assets I can. Sometimes, it's not enough so I come here for advice. Please stop mistaking the questions for me wanting to "change" things ok? It makes me look like a rebel or something..! Me asking if I should place an extra stage in there is not because I WANT to, it's because it's not working atm, and I thought it might be missing a stage or something, like an incomplete RVMAT. I'm trying to eliminate areas of concern, that's all. Anyway, this scene is set up exactly like another scene I've done which works and I've tried to eliminate possible problems, but damn, I just can't find them. I know the resLOD is meant to have the _CO texture assinged, and this does but it's just not showing in BD..? Share this post Link to post Share on other sites
vilas 440 Posted February 7, 2013 (edited) if _co not showing in Buldozer there are probably wrong path have you set all tools properly (virtual drive P:) there must be P drive mounted maybe there is something wrong in folder like space in name of folder or something like this p:/your_folder/your_texture_co.paa than in model your_folder/your_texture_co.paa it is only idea that comes to my mind, that path is wrong, or in buldozer option "hide textures" is clicked and I thought it might be missing a stage or something, like an incomplete RVMAT. i said that i sent complete rvmat, so it is complete and nothing is missing in such rvmat as all my addons and other people addons use the same rvmat scheme, so it was complete, moreover, _co cannot be in rvmat cause... how than to make reskins and camo-selection change ? look at BIS BVP2 or BRDM, several countries has 1 model for apc, it has 5 skins of 5 different camo paintings, so how could co be in shader if you have desert camo, olive drab, Russian camo apc on one and the same model ? Edited February 7, 2013 by vilas Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 Aye mate, My P is fine, as I've done quite a few models myself now and they're all in and working fine. P is not a problem. Also, paths to data folder where textures reside are correct also. Also, checked the BD "hide textures" this morning. Thanks for your suggestions..! Share this post Link to post Share on other sites
vilas 440 Posted February 7, 2013 texture was saved as TGA and than by Textviewer saved as PAA ? if yes , than : - is textviewer2.exe showing and opening this texture ? open it with textviewer if it opens, it must work or maybe you screwed UV and somehow deleted mapping from model face properties tool and what shows ? Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 textures TGA and PAA _CO are both in the data folder. I can view them both fine with Texviewer2. Besides, I thought O2 automatically converts the TGAs anyway when starting BD? resLOD face properties is pointing to the PAA_CO yes, and thr RVMAT. UVs are fine etc, all seems to be in place. Its showing the SMDI and the NOHQ, in BD and ingame which is strange, just not the diffuse (_CO). ...no worries man, I'll concentrate on making a memory point (?) for now for my campfire, thanks for your advice anyway Vilas. Share this post Link to post Share on other sites
vilas 440 Posted February 7, 2013 send me this afternoon this model with this texture, 5 PM or 6 PM i will be home and check why it not loads on my oxygen Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 No, it's ok man, thanks anyway but I'll try to get through this one myself as I'm sure it's an embarrassing schoolboy error I need to learn from lol. ;) Thanks anyway. Here's the RVMAT anyway, out of interest: surfaceInfo = "MESH_mountedbrazier\data\MESH_metal.bisurf"; ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={1,1,1,1}; specularPower=100; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="MESH_mountedbrazier\data\MESH_mountedbrazier_NOHQ.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(1,1,1,1,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1.0,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="MESH_mountedbrazier\data\MESH_mountedbrazier_SMDI.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)Fresnel(1.3,7)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage7 { texture="MESH_mountedbrazier\data\env_land_co.paa"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 I've just discovered if I take the RVMAT off the reslod, then I can see the _CO in BD and ingame, but with no _NOHQ or _SMDI etc. Then if I add the RVMAT to the materials again and the _CO is in the textures "E", then I can see the _SMDI and _NOHQ but not the _CO. So, it's one but not both together..? Share this post Link to post Share on other sites
vilas 440 Posted February 7, 2013 you screwed this - simply :D but as you ask for help and not trust people who are advanced here (to send model) than no clarvoilance will exist to find it from sky above Share this post Link to post Share on other sites
meshcarver 12 Posted February 7, 2013 I've sent it to you Vilas. Trust isn't an issue here..! :) ---------- Post added at 11:58 PM ---------- Previous post was at 11:13 PM ---------- For feedback, Peter fixed it in approx 7 seconds... it was the MC stage, I have it set to procedural white, when it should have been black. Share this post Link to post Share on other sites
Synide 0 Posted February 7, 2013 (edited) If you so desire you can specify your main '_co' color texture that you would normally put in the 'texture' field of face properties in a 'stage 0' in the 'super' .rvmat. That's fine. But, most modellers who use the 'super' .rvmat specify this 'primary' color texture in face properties so that they can 'see' it in the O2 viewport when DirectX shading is enabled. It's not uncommon though for people to specify the 'primary' in 'stage 0' only and not have anything specified in the 'texture' field of Face Props. Also, you can have two '_co' color textures if you desire... You can have one specified in the 'texture' field of face properties and another specified in a 'stage 0' of the .rvmat. IF the 'super' shader happens to find a 'stage 0' specified it just 'blends' the pixels found in that image with whatever pixels happen to be specified for the 'primary' texture in face properties. It's rare though that people make use of this two color texture capability. Simple really. -Sy Edited February 7, 2013 by Synide Share this post Link to post Share on other sites
meshcarver 12 Posted February 8, 2013 Cheers for your advice Synide, pretty interesting you can have two co..! Share this post Link to post Share on other sites